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Battlefield Modding Tutorials BFMODS • View topic - Kit Spawning

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Sep 04, 2005 2:28 am 
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PostPosted: Mon Sep 05, 2005 11:10 am 
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try this try makin a new mine model that has a picture of the kit then when a character pass near it will spawn a kit. and set a long reload time orr the number of projectiles to 2. in other words to kits por map.


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PostPosted: Mon Sep 05, 2005 2:31 pm 
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Yes but that involves having to spawn a projectile.
Maybe, if you do it all clientside anyway, create a invisible pco with an added armoreffect set to it current helath, then make the effedt spawn a kit. If possible set a ttl to the kit and make the effect spawn a new one at that interval, so stuff gets synched and you dont get 458 kits at the same place ;)

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PostPosted: Mon Sep 05, 2005 4:22 pm 
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ya Ill look into those.

Depending on which kit is spawned, I dont think there will a problem with kit build up. From previous custom kits, I have noticed it tends to form a line at times.

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PostPosted: Mon Sep 05, 2005 5:19 pm 
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Ok I get how to add the armoreffect to the object, but I dont get how to tweak the effect to shoot a kit or how current health part works.

I havent played with the armor aspect of things so I really dont know much about how it all works.

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PostPosted: Tue Sep 06, 2005 5:25 am 
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what about using a tirgger and amnient effects?

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PostPosted: Tue Sep 06, 2005 8:11 am 
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I dont know if its possible to spawn things using an effect. In bf42 there was this commandline "isspawneffect" but bf2 doesnt support it )i havent seen it). If you cna get something to spawn using an effect that idea is a very good one. As soon as someone gets near the kit gets spawned.

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I know you can addtemplate the kit to the effect, but that only make the come and go with the effect and you cannot pick it up.

I havent tried this yet, but what about atendeffect? can that be set to the kit instead of an actual effect? I'll try it when I get a chance.

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